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Phodex Games

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Everything posted by Phodex Games

  1. Ah ok, I previously tried an IO function and was wondering why it didnt work. Thanks to both of you I will try it it now.
  2. I know that my code was wrong, it was just for visualization purpose. However the code you sent me, didnt work, it says stream is a nil value. That was what I wrote before, FileSystem:WriteFile() doesnt seem to work... However System:SetProperty() works fine and thats more what I searched for, but I would also like to know how to save new file, because I maybe would like to have various save files in the future...
  3. Hello, Because I made myself some thoughts about a saving mechanic for my current project, I searched the web and especially the Leadwerks site for how to save simple game data, like the players health or position. The only kind of useful thing I found which works for LUA was this: http://www.leadwerks.com/werkspace/topic/2103-save-data-to-lua-syntax-as-textcompressed/page__hl__save+data and this: http://www.leadwerks.com/werkspace/topic/1853-howto-using-lua-script-as-data-file/ I actually was able to create a data file and read it into my code with "dofile". However I didnt find out how to create/save a file with lua yet. I searched the Leadwerks API and found the Stream and FileSystem Class. So I tried the following code: function Script:Start() local gamedata = FileSystem:WriteFile("Test.txt") end It didnt work, and I also dont know how it works. Where has the file been created? I searched my PC and the Projectsfolder but couldnt find such a file and I also dont get any kind of error message. I guess this is completely wrong, but I was just playing around, because I don't have that much experience with Lua and Leadwerks. The file you can download in the first thread I posted ("TStoreData.lua") doesnt work anymore and I cant find where he saves data. That you clearly undersand what I want. I would like to do something like this: function Script:Start() local gamedata = {} gamedata.playerHealth = 100 gamedata.playerWeapon = "Sword" gamedata.playerPos = Vec3(10, 100, 53) FileSystem:WriteFile("gamedata.lua", gamedata) end This is just some code that you know what I mean. I know this doesnt work xD. So could you please help me out a little bit . PS.: I kind of understood what AndyGFX wrote in his post, I just couldnt find anything how to save a file.
  4. Thank you Rick it worked very well just tested it out.
  5. I will give that a try. I also could try to get some scripting logic out of Hankinators UI after downloading it. Thank you guys. I will reply again if I tried it out.
  6. Hi, I was wondering that I couldn't find any tutorial about creating simple UI elements. I searched the web and the forum for a while, and because I couldnt find anything useful I started this thread. The problem is I dont get how to check whether my mouse cursor is hovering over an element or not. To give you an more exact example: I just finished a simple inventory generation system where you can choose how many columns and slots it has and some other stuff. This works very well. However now I want to implement that, if you click on one of the items collected and shown in the inventory, that they get used/activated. The method I know from previous game developing experience is that you cast a ray from your camera origin through the mouse position and grab the UI elements which get intersected. My questions so far: Info: I only code in LUA. - How to check if my mouse hovers an context object (for example an image drawn with context:DrawImage()) - How to unlock my mouse so that I can move it around freely You would do me a great favor, if you tell me how this works in Leadwerks. Phoenix
  7. UPDATE: I merged all the models and made a single house model and it runs waaays smoother now. I am not done with the texturing yet, but I think the merging helped a lot. I attached a pic with much more houses than before and runs with smooth 60 FPS even in debug mode, thats awesome.
  8. Ok thanks for all the help I think this will fix my problem. I once read that CSG brushes are better for performance than Models. Thats why I created a mixture of both. CSG brushes and some props I add to the Brushes. Well will try that out. I actually prefer to make a house just as a single model, this makes it easier for me . Thank you all again. P.S.: Stupid Question: How to disable Vsync in Leadwerks?
  9. @Josh That is what my log says: Syncing Workshop Items... Initializing OpenGL4 graphics driver... OpenGL version 450 GLSL version 450 Device: GeForce GTX 960/PCIe/SSE2 So I think my GTX 960 is the active graphic device. I think what Crazycarpet wrote fixed my problem. I am not 100 % sure if the performance is alright now. In the first 10 - 20 seconds after I run my project I still get some fps drops and lagging but after a while I have constant 60 FPS. This is great , but I still am a bit sceptic. Maybe my eyes fool me but I seem to see micro framedrops, this may happen because my project was lagging all the time and I just think it lags... Well the future will show, when I added more assets and build a real small town. But what was the exact problem now?? I will also post a link where you can download my project, containing my "city". Because I would like to see if it runs smooth on other systems aswell now. Grab it here: https://www.dropbox.com/s/kp5079mxejfmwse/ShareProject.zip?dl=0 P.S.: I dont know if it is normal but in Debug mode I only get 20 - 30 FPS. The 60 FPS I was talking about are in normal Run mode.
  10. First of all thank you for your replies . So after my last post I was able to fix some issues myself, but I still have problems with the performance. In my playerscript the multisamlpe mode was set to 16, decreasing it to 1 fixed my problem with the high video memory usage. Now I just have 70+ MB and it also improved my performance. With a single house I get my 60 FPS. But If I build, like 16 houses, I get massive FPS drops, lags an bad performance at all . I also tried to decrease my poly count but this didnt brought a improvement aswell. I will add some more screenshots. @cassius I have a maximum of 10 active pointlights in the town scene. My textures for the brushes are 512 x 512 and most textures for models are 1024 x 1024. @Thirsty Panther Thank you will give that a try if I have some time. @Josh I will create a project I can share with the others, but it can take a few days. @reepblue Thank you aswell will take a look at it So that is my current state. Furthermore I want to ask what the limitations of leadwerks are. Maybe you can tell me Josh. I you do everything right, are you able to build a city as big as in games like Skyrim or Oblivion? Whats the limit? I am very interested in this how capable Leadwerks is. Thank you all for your help.
  11. Hi there, I am wondering if I am doing something wrong, or if I expect too much from Leadwerks... I built a small medivial house, just to play around. Soon I recognized that I got trouble with perfromance, very low FPS in Debug and normal run mode. So I started testing Leadwerks Performance a bit. I dont have experience with other engines, Leadwerks is the first I get my hands on. Well to move on, I rebuilt the whole house, creating models with less polygons and I also disabled most of the shadows. I posted a view screenshots where you can see my poly count and fps rate. I dont really understand why its lagging. Even if I just place a single house I get only 30 FPS. Ok the textures need some optimization but about 500 MB memory usage in summary isnt that much, even if its much for those few houses. I am a bit disappointed. How should I ever create a livley city when the performance is that bad? I searched the web for what poly counts are common and found out that 10k polygons are ok for a detailed character, for a prop its suggested to be 500 -1.5k. So 7k for a whole house really isnt much. So am I doing something wrong? Because I cannot believe Leadwerks performance is that bad. I need to add that if I decrease the resolution of my project to standart (something like 1024 x 768) it runs smoother, but for the city map I still get FPS drops and a maximum of 30 - 40 FPS which is not optimal. But still it needs to run smooth on a 1920 x 1080 resolution! I also want to add that If I activate static shadows for all the props build around the house (Planks, Lamp, Windows, etc.) the framerate is like hell. I dont think I can do something so wrong with just a single house and some textures, but I am glad if I am wrong A few more Infos: - I dont use any extra shaders - there are two point lights per house - I set the screen resolution to 1920 x 1080 - even if I export the game and run it I get 20 - 30 FPS (for the "city" map) - My specs: Intel Core i5-3570K CPU @ 3.40 GHz, 8 GB Ram, Windows 7 64 Bit, Nvidia Geforce GTX 960 4G (4 GB Vram) - I use specular and normalmaps for all textures - The houses dont have an interior I really appreciate if you are able to help me. If you need some more info please tell me. I just want to make a awesome game...
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